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Colossus Engineer

The engineers which envision and build colossus suits are rare, and their works are
deemed as marvels. – Add more u here –

Tools of the Engineer


3rd-level Colossus Engineer feature
You gain pro ciency with land vehicles and smith’s tools. If you already have this tool
pro ciency, you gain pro ciency with one other type of artisan's tools of your choice.

Engineer’s Spells
3rd-level Colossus Engineer feature
You always have certain spells prepared after you reach particular levels in this class, as
shown in the Engineer’s Spells table. These spells count as arti cer spells for you, but
they don't count against the number of arti cer spells you prepare.

Engineer’s Spells
Arti cer level Engineer’s Spells

3rd armor of agathys, earth tremor


5th see invisibility, shatter
9th protection from energy, thunder step
13th arcane eye, Otiluke’s resilient sphere
17th circle of power, destructive wave

Colossus Suit
3rd-level Colossus Engineer feature
You have created a colossus suit – a piloted machine powered by magic that you can
control while you are inside it. The colossus suit is a Large magical object, that has an AC
of 16 and a number of hit points equal to your Intelligence modi er + ve times your
arti cer level. It is immune to psychic and poison damage, and if it is forced to make a
saving throw, it uses your Intelligence saving throw modi er, and it’s Strength score is
equal to your Intelligence score. When you pilot it, it has a waking speed of 30 feet,
adding all increases to your movement speed, that you gain through spells or magic
items. If the mending spell is cast on it, it regains 2d6 hit points. You can also use the suit
as a spellcasting focus for your arti cer spells.

If you are within 5 feet of it, you can enter your colossus suit as an action. While you are
piloting the suit this way, you gain the following:

• Your AC, size, speed, and Strength score are replaced by those of the colossus suit.

• When you would take damage, other then psychic damage, that damage is dealt to the
suit instead. If the damage would reduce the suit to 0 hit points, you take any of the
remaining damage.

• You have advantage on Strength checks and Strength saving throws, and disadvantage
on Dexterity (Stealth) checks.

• You can make any spell you cast that targets only you target the colossus suit instead.

You can eject from the suit as a bonus action, landing in an unoccupied space within 10
feet of the suit. If your colossus suit is reduced to 0 hit points, it is destroyed, ejecting you
in the process. You can create a new colossus suit by expending a spell slot, and
spending 10 minutes with smith’s tools at your disposal, causing it to appear in a space
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within 10 feet of you with all it’s hit points. At the end of a long rest, you also can create a
new colossus suit with this feature, destroying any other suit you created in the process.

Colossus Model
3rd-level Colossus Engineer feature
Whenever you create your colossus suit, you can choose one of the following models for
the suit, giving you special bene ts while you are piloting it.

Each model of the suit also includes a special weapon, that use your Intelligence modi er,
instead of Strength or Dexterity, for attack and damage rolls.

Arbalester. This specialized version of the suit was modeled with a powerful cannon

instead of a second arm and a lighter frame capable of higher mobility. It has the
following features:

Magnet Cannon. One of the suit’s arms is a cannon, that can be loaded with crossbow

bolts to operate. It counts as a simple ranged weapon with a normal range of 100 feet
and a long range of 400 feet, the ammunition property, and it deals 1d8 lighting damage
on a hit. Once on each of your turns when you hit a creature with it, you can deal an
extra 1d8 lightning damage to that target.
Mobile Suit. The suit has a climbing speed equal to it’s walking speed. Additionally it’s

jumping distance is doubled and it can make a long or high jump without a running start.

Knight. This colossus suit was modeled after a knight with sword and shield, which

has the capabilities to protect itself and the people around it. It has the following features:

Energy Saber. The suit carries a sword hilt, which can be ignited into a beam of radiant

energy (no action required). It counts as a simple melee weapon, with a reach of 10 feet,
and it deals 1d10 radiant damage on a hit.
Bulwark Shield. The suit carries a retractable shield in one of it’s arms, that you can

extend or retract as an action. While the shield is extended, the suit gains a +2 bonus to
it’s AC. When a creature you can see hits a target, other than you, within 10 feet of you
with an attack while the shield is extended, you can use your reaction to reduce the
damage the target takes by 1d10 + your pro ciency bonus (to a minimum of 0 damage).

Extra Attack
5th-level Colossus Engineer feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.

Suit Enhancements
9th-level Colossus Engineer feature
You learn how to modify the di erent parts of your colossus suit with your infusions. The
di erent parts of the suit count as separate, nonmagical items for the purpose of your
Infuse Items feature: armor, boots, helmet, the model’s special weapon, as well as the
shield of the knight model. Each of those items can bear one of your infusions, and the
infusions transfer over if you change your colossus suit’s model with the Colossus Model
feature. In addition, the maximum number of items you can infuse at once increases by 2,
but those extra items must be part of your colossus suit.

Improved Colossus
15th-level Colossus Engineer feature
You enhance your mechanical suit to be stronger then ever before:

• Your colossus suit gains a +2 bonus to Armor Class and has resistance to bludgeoning,
piercing and slashing damage from nonmagical attacks that aren’t adamantine.

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• When you create your colossus suit, it can be Huge, instead of Large.

• While you are piloting your colossus suit, you have a ying speed equal to it’s walking
speed.

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